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Pokémon BW2 Menu

95
Posts
9
Years
Screenshot:
fb59lhwa.png


What this is:
- This is a Pokémon Menu Script. The Menu looks nearly exactly like the one from Pokémon Black & White 2. I also tried to "remake" the Animations of the Menu, as good as I could.

What you will get:
- all menu sound effects ripped from Pokémon Black & White 2
- all menu graphics ripped from Pokémon Black & White 2
- the script itself
- animated graphical visuals
- Support & Help

How to get started:
1. Download the files from: http://www.mediafire.com/download/bmzcaf912pqpjfz/PokemonMenu.zip and extract them into your game folder.
2. Go to the Script-Editor, and create a new Script above Main, and call it whatever you want.
3. Paste the following Script in:

(mouse module and non mouse module version 2 in 1) :
Code:
#=====================================================================================
# * Pokémon Menu like in Black and White by shiney570, with Scripting help of Luka S.J
# 
# * To get this Script work, but it in a new Script above Main.
#*  This Script overwrites some Methods from the Old Menu, and add new ones to it.
# * Put the Graphics in the Graphics/Pictures/Menu folder.
# * If you have any questions or found a bug let me know.
# * Contact: Skype: imatrix.wt ;  DeviantArt: shiney570
# * The Debug Scene is now accessable with F9
# * Version: 2.1
#===================================================================================
MENUANIMATION     = true # true, if you want to keep the Open/Close Animation,
                         # false, if you don't want it.
                         
ICONMENUANIMATION = true # true, if you want to keep the Icon Animation, if an 
                         # Icon is selected, or false if you don't want it.
BW2OPTIONSCENE    = false # do not change. it's just to bypass an error.
#===============================================================================
# * class PokemonMenu_Scene
#===============================================================================
class PokemonMenu_Scene
#===============================================================================
# * STARTING THE SCENE
#===============================================================================
  def pbStartScene
    @MenuScene=1; @frame=0; @frame2=0
    pbSetViableDexes
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
    @viewport.z=99999
    @sprites={}
    @sprites["bg"]=IconSprite.new(0,0,@viewport)    
    @sprites["bg"].setBitmap("Graphics/Pictures/Menu/background")
    
    @sprites["bg2"]=IconSprite.new(0,0,@viewport)
    @sprites["bg2"].setBitmap("Graphics/Pictures/Menu/background2")
    @sprites["bg2"].y=0
    @sprites["bg2"].y = -32 if MENUANIMATION==true
    
    @sprites["bg3"]=IconSprite.new(0,0,@viewport)
    @sprites["bg3"].setBitmap("Graphics/Pictures/Menu/background3")
    @sprites["bg3"].y = 384-48
    @sprites["bg3"].y = 336+48 if MENUANIMATION==true
   
    @sprites["panel_1"]=IconSprite.new(0,0,@viewport)    
    @sprites["panel_1"].setBitmap("Graphics/Pictures/Menu/panel")
    @sprites["panel_1"].x = 3
    @sprites["panel_1"].y = 47 
    @sprites["panel_1"].y = 47 +200 if MENUANIMATION==true
    
    @sprites["panel_2"]=IconSprite.new(0,0,@viewport)    
    @sprites["panel_2"].setBitmap("Graphics/Pictures/Menu/panel")
    @sprites["panel_2"].x = 261
    @sprites["panel_2"].y = 47 
    @sprites["panel_2"].y = 47 +200 if MENUANIMATION==true
 
    @sprites["panel_3"]=IconSprite.new(0,0,@viewport)    
    @sprites["panel_3"].setBitmap("Graphics/Pictures/Menu/panel")
    @sprites["panel_3"].x = 3
    @sprites["panel_3"].y = 143 
    @sprites["panel_3"].y = 143 +200 if MENUANIMATION==true
   
    @sprites["panel_4"]=IconSprite.new(0,0,@viewport)    
    @sprites["panel_4"].setBitmap("Graphics/Pictures/Menu/panel")
    @sprites["panel_4"].x = 261
    @sprites["panel_4"].y = 143 
    @sprites["panel_4"].y = 143 +200 if MENUANIMATION==true
 
    @sprites["panel_5"]=IconSprite.new(0,0,@viewport)    
    @sprites["panel_5"].setBitmap("Graphics/Pictures/Menu/panel")
    @sprites["panel_5"].x = 3
    @sprites["panel_5"].y = 241 
    @sprites["panel_5"].y = 241 +200 if MENUANIMATION==true
   
    @sprites["panel_6"]=IconSprite.new(0,0,@viewport)    
    @sprites["panel_6"].setBitmap("Graphics/Pictures/Menu/panel")
    @sprites["panel_6"].x = 261
    @sprites["panel_6"].y = 241 
    @sprites["panel_6"].y = 241 +200 if MENUANIMATION==true
   
    @sprites["panel_select"]=IconSprite.new(0,0,@viewport)    
    @sprites["panel_select"].setBitmap("Graphics/Pictures/Menu/panel2")
    @sprites["panel_select"].x = 5000
    @sprites["panel_select"].y = 48
    
    @sprites["party"]=IconSprite.new(0,0,@viewport)    
    @sprites["party"].setBitmap("Graphics/Pictures/Menu/party")
    @sprites["party"].x = 5000
    @sprites["party"].x = 9 if $Trainer.party.length>0
    @sprites["party"].y = 62
   
    @sprites["pokedex"]=IconSprite.new(0,0,@viewport)    
    @sprites["pokedex"].setBitmap("Graphics/Pictures/Menu/pokedex")
    @sprites["pokedex"].x = 5000
    @sprites["pokedex"].x = 267 if $Trainer.pokedex
    @sprites["pokedex"].y = 56
   
    @sprites["bag"]=IconSprite.new(0,0,@viewport)    
    @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag")
    @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag_f") if $Trainer.isFemale?
    @sprites["bag"].x = 10
    @sprites["bag"].y = 159
   
    @sprites["trainercard"]=IconSprite.new(0,0,@viewport)    
    @sprites["trainercard"].setBitmap("Graphics/Pictures/Menu/trainercard")
    @sprites["trainercard"].x = 268
    @sprites["trainercard"].y = 157
   
    @sprites["save"]=IconSprite.new(0,0,@viewport)    
    @sprites["save"].setBitmap("Graphics/Pictures/Menu/save")
    @sprites["save"].x = 10
    @sprites["save"].y = 255
   
    @sprites["options"]=IconSprite.new(0,0,@viewport)    
    @sprites["options"].setBitmap("Graphics/Pictures/Menu/options")
    @sprites["options"].x = 268
    @sprites["options"].y = 253
   
    @sprites["exit"]=IconSprite.new(0,0,@viewport)    
    @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit")
    @sprites["exit"].x = 459
    @sprites["exit"].y = 346
    
    @sprites["overlay"]=BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
    @sprites["overlay2"]=BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
    
    if $Trainer.party.length>0
      @select=1
    end
    if $Trainer.party.length==0 && $Trainer.pokedex
      @select=2
    end
    if $Trainer.party.length==0 && !$Trainer.pokedex
      @select=3
    end
    endscene=true
    pbStartAnimation
  end
#===============================================================================
# * MENU TEXT DISPLAYING
#===============================================================================  
  def pbMenuText
    if @MenuScene==1
      overlay=@sprites["overlay"].bitmap 
      overlay.clear
      baseColor=Color.new(255, 255, 255)
      shadowColor=Color.new(0,0,0)
      shadowColor2=Color.new(156,156,156)
      pbSetSystemFont(@sprites["overlay"].bitmap)
      textos=[]
      textos.push([_ISPRINTF("{1:02d}   {2:02d}", Time.now.hour, Time.now.min),15,-3,false,baseColor,shadowColor])
      textos.push([_INTL("POKÉMON"),98,80,false,baseColor,shadowColor2]) if $Trainer.party.length>0
      textos.push([_INTL("POKÉDEX"),354,80,false,baseColor,shadowColor2]) if $Trainer.pokedex
      textos.push([_INTL("BAG"),98,175,false,baseColor,shadowColor2])
      textos.push([_INTL("{1}", $Trainer.name),354,175,false,baseColor,shadowColor2])
      textos.push([_INTL("SAVE"),98,275,false,baseColor,shadowColor2])
      textos.push([_INTL("OPTIONS"),354,275,false,baseColor,shadowColor2])
      pbDrawTextPositions(overlay,textos)
      overlay2=@sprites["overlay2"].bitmap
      overlay2.clear
      pbSetSystemFont(@sprites["overlay2"].bitmap)
      textos2=[]
      textos2.push([_ISPRINTF("       :       "),2,-4,false,baseColor,shadowColor])
      pbDrawTextPositions(overlay2,textos2)
    end
  end
#===============================================================================
# * MENU LOOP
#===============================================================================  
  def pbMenuLoop
    while @MenuScene==1
      self.update
      self.pbMenuInput
      self.pbMenuText
        if $MenuClose==true
        pbDisposeSpriteHash(@sprites)
        @viewport.dispose
        $MenuClose=false
        @MenuScene=2
      end
    end
  end
#===============================================================================
# * HIDING THE MENU
#===============================================================================
  def pbHideMenu
    @viewport.visible=false
  end
#===============================================================================
# * SHOWING THE MENU
#===============================================================================
  def pbShowMenu
    @viewport.visible=true
  end
#===============================================================================
# * STARTING THE SCENE
#===============================================================================  
  def pbStartAnimation
    pbSEPlay("BW2OpenMenu")
    if MENUANIMATION==true
      @sprites["overlay"].visible=false
      @sprites["panel_1"].visible=false
      @sprites["panel_2"].visible=false 
      @sprites["panel_3"].visible=false
      @sprites["panel_4"].visible=false
      @sprites["panel_5"].visible=false
      @sprites["panel_6"].visible=false
      @sprites["panel_select"].visible=false
      @sprites["party"].visible=false
      @sprites["pokedex"].visible=false
      @sprites["bag"].visible=false
      @sprites["trainercard"].visible=false
      @sprites["save"].visible=false
      @sprites["options"].visible=false
      @sprites["exit"].visible=false
         10.times do
           @sprites["bg2"].y += 3.2
           @sprites["bg3"].y -= 5.3
           Graphics.update
           Input.update
          end
          @sprites["bg2"].y = 0
          @sprites["bg3"].y = 384-48
          pbWait(5)
          @sprites["panel_1"].visible=true if $Trainer.party.length>0
          @sprites["panel_2"].visible=true if $Trainer.pokedex
          @sprites["panel_3"].visible=true
          @sprites["panel_4"].visible=true
          @sprites["panel_5"].visible=true
          @sprites["panel_6"].visible=true
          20.times do
            @sprites["panel_1"].y -= 10
            @sprites["panel_2"].y -= 10
            @sprites["panel_3"].y -= 10
            @sprites["panel_4"].y -= 10
            @sprites["panel_5"].y -= 10
            @sprites["panel_6"].y -= 10
            Graphics.update
            Input.update
          end
          pbWait(5)
      @sprites["overlay"].visible=true
      @sprites["panel_select"].visible=true
      @sprites["party"].visible=true       if $Trainer.party.length>0
      @sprites["pokedex"].visible=true     if $Trainer.pokedex
      @sprites["bag"].visible=true
      @sprites["trainercard"].visible=true
      @sprites["save"].visible=true
      @sprites["options"].visible=true
      @sprites["exit"].visible=true
    end
    self.pbMenuLoop
  end
#===============================================================================
# * CLOSING THE SCENE
#===============================================================================
  def pbEndScene
    @MenuScene=0
    if MENUANIMATION==true 
      @sprites["overlay"].visible=false if @sprites["overlay"]
      @sprites["overlay2"].visible=false if @sprites["overlay2"]
      @sprites["panel_select"].visible=false if @sprites["panel_select"]
      @sprites["party"].visible=false if @sprites["party"]
      @sprites["pokedex"].visible=false    if @sprites["pokedex"]  
      @sprites["bag"].visible=false if @sprites["bag"]
      @sprites["trainercard"].visible=false if @sprites["trainercard"]
      @sprites["save"].visible=false if @sprites["save"]
      @sprites["options"].visible=false if @sprites["options"]
      @sprites["exit"].visible=false if @sprites["exit"]
      pbWait(5)
      20.times do
            @sprites["panel_1"].y += 10  if @sprites["panel_1"]
            @sprites["panel_2"].y += 10  if @sprites["panel_2"]
            @sprites["panel_3"].y += 10  if @sprites["panel_3"]
            @sprites["panel_4"].y += 10  if @sprites["panel_4"]
            @sprites["panel_5"].y += 10  if @sprites["panel_5"]
            @sprites["panel_6"].y += 10  if @sprites["panel_6"]
            Graphics.update
            Input.update
          end
      @sprites["panel_1"].visible=false if @sprites["panel_1"]
      @sprites["panel_2"].visible=false if @sprites["panel_2"]
      @sprites["panel_3"].visible=false if @sprites["panel_3"]
      @sprites["panel_4"].visible=false if @sprites["panel_4"]
      @sprites["panel_5"].visible=false if @sprites["panel_5"]
      @sprites["panel_6"].visible=false if @sprites["panel_6"]
       10.times do
           @sprites["bg2"].y -= 3.2 if @sprites["bg2"]
           @sprites["bg3"].y += 5.3 if @sprites["bg3"]
            Graphics.update
            Input.update
          end
        end
    pbSEPlay("BW2CloseMenu")
    pbDisposeSpriteHash(@sprites)
    @viewport.dispose
  end
#===============================================================================
# * Update Method
#===============================================================================  
  def update
    Graphics.update
    Input.update
    @frame+=1
    @sprites["party"].x=12  if $Trainer.party.length>0
    @sprites["pokedex"].x=269 if $Trainer.pokedex
    @frame=0 if @frame>=20
    frame=[0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1]
    @count=frame[@frame]
    if (MENUANIMATION==true) && $PokemonSystem.screensize==1
      @sprites["party"].y-=0.5       if @select==1 && @count==0
      @sprites["party"].y+=0.5       if @select==1 && @count==1
      @sprites["party"].y=62         if @select != 1 && $Trainer.party.length>0
      
      @sprites["pokedex"].y-=0.5     if @select==2 && @count==0
      @sprites["pokedex"].y+=0.5     if @select==2 && @count==1
      @sprites["pokedex"].y=56       if @select != 2 && $Trainer.pokedex
      
      @sprites["bag"].y-=0.5         if @select==3 && @count==0
      @sprites["bag"].y+=0.5         if @select==3 && @count==1
      @sprites["bag"].y=159          if @select != 3
      
      @sprites["trainercard"].y-=0.5 if @select==4 && @count==0
      @sprites["trainercard"].y+=0.5 if @select==4 && @count==1
      @sprites["trainercard"].y=157  if @select != 4
    
      @sprites["save"].y-=0.5        if @select==5 && @count==0
      @sprites["save"].y+=0.5        if @select==5 && @count==1
      @sprites["save"].y=255         if @select != 5
    
      @sprites["options"].y-=0.5     if @select==6 && @count==0
      @sprites["options"].y+=0.5     if @select==6 && @count==1
      @sprites["options"].y=253      if @select != 6
      @frame2+=1
      @frame2=0 if @frame2>=40
      @sprites["overlay2"].visible=true  if @frame2<=20
      @sprites["overlay2"].visible=false if @frame2>20
    end
    x=[5000,5,263,5,263,5,263,5000]
    y=[5000,49,49,145,145,243,243,5000]
    y=[5000,5000,49,145,145,243,243,5000]   if $Trainer.party.length==0 && $Trainer.pokedex
    y=[5000,49,5000,145,145,243,243,5000]   if $Trainer.party.length>0  && !$Trainer.pokedex
    y=[5000,5000,5000,145,145,243,243,5000] if $Trainer.party.length==0 && !$Trainer.pokedex
    @sprites["panel_select"].x = x[@select]
    @sprites["panel_select"].y = y[@select]
    @sprites["panel_select"].visible=true
    if @select==1
      @sprites["party"].setBitmap("Graphics/Pictures/Menu/party2")
      else
      @sprites["party"].setBitmap("Graphics/Pictures/Menu/party")
    end
    if @select==2
      @sprites["pokedex"].setBitmap("Graphics/Pictures/Menu/pokedex2")
      else
      @sprites["pokedex"].setBitmap("Graphics/Pictures/Menu/pokedex")
    end
    if @select==3
      @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag2")
      @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag2_f") if $Trainer.isFemale?
      else
      @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag")
      @sprites["bag"].setBitmap("Graphics/Pictures/Menu/bag_f") if $Trainer.isFemale?
    end
    if @select==4
      @sprites["trainercard"].setBitmap("Graphics/Pictures/Menu/trainercard2")
      else
      @sprites["trainercard"].setBitmap("Graphics/Pictures/Menu/trainercard")
    end
    if @select==5
      @sprites["save"].setBitmap("Graphics/Pictures/Menu/save2")
      else
      @sprites["save"].setBitmap("Graphics/Pictures/Menu/save")
    end
    if @select==6
      @sprites["options"].setBitmap("Graphics/Pictures/Menu/options2")
      else
      @sprites["options"].setBitmap("Graphics/Pictures/Menu/options")
    end
    if @select==7
      @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit2")
      else
      @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit")
    end
    if $Trainer.party.length>0
      @sprites["panel_1"].visible=true
      @sprites["party"].visible=true
      else
      x[1]=5000
      @select=2 if @select==1
      @sprites["panel_1"].visible=false
      @sprites["party"].visible=false
    end
      if $Trainer.pokedex
      @sprites["panel_2"].visible=true
      @sprites["pokedex"].visible=true
    else
      x[2]=5000
      @select=3 if @select==2
      @sprites["panel_2"].visible=false
      @sprites["pokedex"].visible=false
    end
  end
#===============================================================================
# * Menu Left Click Animation
#===============================================================================    
  def pbMenuClick
    pbWait(10)
    @sprites["panel_select"].visible=false
    pbWait(5)
    self.update
  end
#===============================================================================
# * Menu Left Click Animation on the Exit Button
#===============================================================================  
  def pbMenuClickExit
    @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit2")
    pbWait(10)
    @sprites["exit"].setBitmap("Graphics/Pictures/Menu/exit")
    pbWait(5)
  end
#===============================================================================
# * Button Inputs
#===============================================================================  
  def pbMenuInput
      if Input.trigger?(Input::RIGHT) && !(@select==7)
        @select+=1; pbSEPlay("BW2MenuSelect")
      end
      if Input.trigger?(Input::LEFT) && !(@select==1)
        @select-=1; pbSEPlay("BW2MenuSelect")
      end
      if Input.trigger?(Input::DOWN) && !(@select>4)
        @select+=2; pbSEPlay("BW2MenuSelect") 
      end
      if Input.trigger?(Input::UP) && !(@select<3)
        @select-=2; pbSEPlay("BW2MenuSelect")
      end
      if Input.trigger?(Input::UP) && @select==7
        @select-=1; pbSEPlay("BW2MenuSelect")
      end
      for i in 1..6
        if defined?($mouse)
          if $mouse.leftClick?(@sprites["panel_#{i}"]) 
            @select=i
            self.update
            self.pbMenuClick
            self.pokemonParty if @select==1
            self.pokeDex      if @select==2
            self.bag          if @select==3
            self.trainerCard  if @select==4
            self.save         if @select==5
            self.options      if @select==6
          end
        end
      end
      if defined?($mouse)
        if $mouse.leftClick?(@sprites["exit"]) 
          self.pbMenuClickExit
          pbEndScene
        end
      end
      
      if Input.trigger?(Input::F9) && $DEBUG
        pbFadeOutIn(99999) { 
        pbDebugMenu
         }
       end
       
      if Input.trigger?(Input::B)
        self.pbMenuClickExit
        pbEndScene
      end
        
      if Input.trigger?(Input::C) 
        case @select
        when 1 # Party
        if $Trainer.party.length>0
          self.pokemonParty
        end
        when 2 #Pokedex
        if $Trainer.pokedex
          self.pokeDex       
        end
        when 3 #Bag
          self.bag
        when 4 #Trainercard
          self.trainerCard
        when 5 #Save
          self.save
        when 6 #Options
          self.options
        when 7 #Quit 
          self.pbMenuClickExit
          pbEndScene
        end 
      end
    end
#===============================================================================
# * MENU SCENE'S
#===============================================================================    
   def pokemonParty
    pbSEPlay("BW2MenuChoose")
    sscene=PokemonScreen_Scene.new
    sscreen=PokemonScreen.new(sscene,$Trainer.party)
    hiddenmove=nil
    pbFadeOutIn(99999) { 
    hiddenmove=sscreen.pbPokemonScreen
    if hiddenmove
      pbEndScene
    end
    }
    if hiddenmove
      Kernel.pbUseHiddenMove(hiddenmove[0],hiddenmove[1])
      return
    end
  end
  
  def pokeDex
    pbSEPlay("BW2MenuChoose")
    if DEXDEPENDSONLOCATION
      pbFadeOutIn(99999) {
      scene=PokemonPokedexScene.new
      screen=PokemonPokedex.new(scene)
      screen.pbStartScreen
      }
    elsif $PokemonGlobal.pokedexViable.length==1
      $PokemonGlobal.pokedexDex=$PokemonGlobal.pokedexViable[0]
      $PokemonGlobal.pokedexDex=-1 if $PokemonGlobal.pokedexDex==$PokemonGlobal.pokedexUnlocked.length-1
      pbFadeOutIn(99999) {
      scene=PokemonPokedexScene.new
      screen=PokemonPokedex.new(scene)
      screen.pbStartScreen
      pbRefresh
      }
   # else
    #    pbLoadRpgxpScene(Scene_PokedexMenu.new)
      end
    end
     
  def bag
    pbSEPlay("BW2MenuChoose")
    item=0
    scene=PokemonBag_Scene.new
    screen=PokemonBagScreen.new(scene,$PokemonBag)
    pbFadeOutIn(99999) {
      item=screen.pbStartScreen
      if item>0
        pbEndScene
      else
        pbRefresh
      end
    }
    if item>0
      Kernel.pbUseKeyItemInField(item)
      return
    end
  end
    
 
  def trainerCard
    pbSEPlay("BW2MenuChoose")
    PBDebug.logonerr {
      scene=PokemonTrainerCardScene.new
      screen=PokemonTrainerCard.new(scene)
      pbFadeOutIn(99999) {
        screen.pbStartScreen
      }
    }
  end
 
  def save
    pbSEPlay("BW2MenuChoose")
    pbHideMenu
    scene=PokemonSaveScene.new
    screen=PokemonSave.new(scene)
    if screen.pbSaveScreen
      pbShowMenu
    else
      pbShowMenu
    end
  end
      
  def options
    pbSEPlay("BW2MenuChoose")
    if BW2OPTIONSCENE
      pbFadeOutIn(99999) {
      BW2Options.new
      }
    else
      scene=PokemonOptionScene.new
      screen=PokemonOption.new(scene)
      pbFadeOutIn(99999) {
      screen.pbStartScreen
      pbUpdateSceneMap
      }
    end
    
  end

  def quit
  pbHideMenu
  if pbInSafari?
    if Kernel.pbConfirmMessage(_INTL("Would you like to leave the Safari Game right now?"))
      pbEndScene
      pbSafariState.decision=1
      pbSafariState.pbGoToStart
      return
    else
      pbShowMenu
      end
    end
    if pbInBugContest?
      if Kernel.pbConfirmMessage(_INTL("Would you like to end the Contest now?"))
      pbEndScene
      pbBugContestState.pbStartJudging
      return
      else
        pbShowMenu
      end
    end
  end
end
#===============================================================================
# * class PokemonMenu
#===============================================================================
class PokemonMenu
#===============================================================================
# * SHOWING THE MENU
#===============================================================================  
  def pbShowMenu
    @scene.pbShowMenu
  end
#===============================================================================
# * STARTING THE MENU
#===============================================================================  
  def pbStartPokemonMenu
    @scene.pbStartScene
  end
end
DON'T FORGET: As you can see, the Debug Scene isn't accessable like before now. You can access the Debug Scene by pressing F9.

Support: If you encounter any bugs, have questions, or an idea, what my next script could be, let me know.

Contact:
Skype: imatrix.wt
DeviantArt: shiney570

V2 Changes:

- Fixed "BW2CloseMenu" SE playing twice
- Fixed "undefined method x=" Error
- Added icon Animation
- Added time Animation
- The time will update in the menu now
- The mouse module and non mouse module version became one version now! the script will know, if you don't have the mouse module, and you won't get an error!
- Added clicking animation, when clicking on a panel / the exit
- Added MENUANIMATION=true/false , where true show's the menu animations, and false doesn't.
- Added ICONMENUANIMATION=true/false , where true show's the icon animations, and false doesn't.
- Updated Graphics, please download the new one's!
- The player's name will be printed instead of TRAINERCARD now.
- Fixed fly destination bug
- Fixed "Would you like to end the Contest now?" , when closing the scene normally
- Fixed "undefined method pbRefresh" Error


Known issues:
- the icon animations will only work for a medium screen size, otherwise they are glitched (for some reason?), so i made them only move, if the screen size medium is activated.




GIVE CREDIT IF USED!
 
Last edited:
119
Posts
10
Years
I figured out how to fix the closing se playing twice, not sure if this is the proper way but in the original place remove the blue line

Code:
end
    pbDisposeSpriteHash(@sprites)
    @viewport.dispose 
   [COLOR="Navy"]pbSEPlay("BW2CloseMenu")[/COLOR]
  end

and instead add it to these two places

Code:
if Input.trigger?(Input::B)
        [COLOR="red"]pbSEPlay("BW2CloseMenu")[/COLOR]
        @scene.pbEndScene
        break
      end

Code:
when 7 #Quit 
          [COLOR="red"]pbSEPlay("BW2CloseMenu")[/COLOR]
          self.quit
          break
        end
 
4
Posts
9
Years
  • Age 30
  • Seen Jun 22, 2016
I figured out how to fix the closing se playing twice, not sure if this is the proper way but in the original place remove the blue line

Code:
end
    pbDisposeSpriteHash(@sprites)
    @viewport.dispose 
   [COLOR=Navy]pbSEPlay("BW2CloseMenu")[/COLOR]
  end
and instead add it to these two places

Code:
if Input.trigger?(Input::B)
        [COLOR=red]pbSEPlay("BW2CloseMenu")[/COLOR]
        @scene.pbEndScene
        break
      end
Code:
when 7 #Quit 
          [COLOR=red]pbSEPlay("BW2CloseMenu")[/COLOR]
          self.quit
          break
        end

i already try this but is still not fix.. you dont need to add pbSEPlay("BW2CloseMenu") to that part "when 7..."
 
Last edited:
119
Posts
10
Years
i already try this but is still not fix.. you dont need to add pbSEPlay("BW2CloseMenu") to that part

with that fix t works perfectly fine for me, idk why it wouldnt work for you. have you made any other changes to the script?
 
1,224
Posts
10
Years
with that fix t works perfectly fine for me, idk why it wouldnt work for you. have you made any other changes to the script?

He said you don't need to add it..
Which means he didn't read the fix properly, because you said to remove it.
 

Bowlstir

Media Arts and Game Development
199
Posts
16
Years
I really like this menu, however, is there a way to show where your mouse is on the menu?

And did you figure out a way around Fly yet?
 

Nickalooose

--------------------
1,309
Posts
16
Years
  • Seen Dec 28, 2023
It won't just be Fly, it will be most, if not, all of the HM moves... From what I can tell, the loop has things in it, that shouldn't really be in it, but cannot be helped... The script may have to be re-written to allow the use of HM moves... But that's my opinion, I doubt there is a quick fix, but I didn't write this.
 

Bowlstir

Media Arts and Game Development
199
Posts
16
Years
It won't just be Fly, it will be most, if not, all of the HM moves... From what I can tell, the loop has things in it, that shouldn't really be in it, but cannot be helped... The script may have to be re-written to allow the use of HM moves... But that's my opinion, I doubt there is a quick fix, but I didn't write this.

Hmm... I'd have to agree. But then again, getting rid of HM's wouldn't be the worst thing in the world for a game in RPGXP. Could make an item that transports player easily.

Or even global switches would work.
 
119
Posts
10
Years
V2 is finished now!
Make sure to re-download all graphics, and to replace the script with your old one!

I like the new animated sprites! the error is now fixed but the hm's are still broken, or at least fly. When i use fly it just acts as if i exit the menu and doesnt actually do anything
 

Bowlstir

Media Arts and Game Development
199
Posts
16
Years
So now my mouse module isn't working with it, weird.

The animations are good though. And I won't be able to test fly until I get my Region all set.
 

Bowlstir

Media Arts and Game Development
199
Posts
16
Years
"So now my mouse module isn't working with it, weird."

Did you read the V2 fixes/updates?

sure it is lol.

I did read the updates, but my mouse is still messed. Is there a way to show the mouse on the menu so I know if it's working properly?
 
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